UA Destruction and Darkness domains for clerics!

Requests for Darkness and Destruction. Working on Moon, conceptually trickier, want to hit the right tone with that one. Maybe tomorrow. Destruction Domain
Custom built for clerics of Grummsh, and perhaps Tiamat
Destruction Domain Spells aeric Level spells 1st inflict wounds, wrathful smite 3rd enlarge/reduce, shatter 5th fireball, lightning bolt 7th ice storm, staggering smite 9th doud kill, destruct. wave Armed for Destruction When you choose this domain at 1st level, you gain proficiency with martial weapons.
Destructive Fury Starting at 1st level, you can channel divine energy to enter a destructive frenzy. As a bonus action, you gain 5 temporary hit points and a +1 bonus to weapon damage rolls. This benefit lasts for one minute. Once you use this ability, you cannot use it again until you complete a short or long rest. When you use this ability, you can expend a spell slot to augment its effects. You gain additional temporary hit points equal to three times the sloes level and a bonus to weapon damage rolls equal to half the sloes level (minimum 1). This benefit lasts for one minute.
Channel Divinity: Sundering Invocation Starting at 2nd level, you can use your Channel Divinity. to channel destructive energy. As an action, you touch a creature or a an unattended object within reach. A creature must make a Constitution saving throw, taking 5 times your cleric level thunder damage on a failed saving throw and half as much on a successful one. An unattended object takes 5 times your cleric level thunder damage.
Appetite for Destruction Starting at 6th level, your destructive acts fuel further expressions of devastation. If you kill a creature or destroy an object with a weapon attack, you can use your reaction to immediately make one additional weapon attack.
You can use this ability a number of times equal to your Wisdom modifier (minimum 1). You regain all expended uses when you complete a long rest.
Divine Strike Starting at 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target When you reach 14th level, the extra damage increases to 2d8.
Hand of Devastation Starting at 17th level, your spells deliver exceptional power. When you roll damage for a spell, roll twice the listed number of dice. You then choose from among the rolled dice the results you wish to use to determine the spell’s damage. You must select dice that match the quantity and type normally rolled to determine the spell’s damage.

Darkness Domain
u A.
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Custom built for clerics of 4clis, and perhaps Lolth.
Darkness Domain Spells Cleric Level Spells ist arms of Mg”, hex 3rd blindness/deafness, darkness Sth fear, vampiric touch 7th blight, Cvard’q black tentades 9th contagion, enervation Child of Night When you choose this domain at 1st level, you gain the chill touch cantrip. If you do not have darkvision, you gain it with orange of 30 feet Shield of Ineffable Darkness Starting at 1st level, you can invoke the power of darkness to punish anyone fool enough to harm you. As a reaction when a creature you can see damages you, you cause that creature to become blinded until the end of your next turn. Once you use this feature, you can’t use it again until you complete a short or long rest.
Channel Divinity: Shadow Spawn Starting at 2nd level, you can use your Channel Divinity to fade into the darkness. As a bonus action, you become a creature of darkness that can blend into the shadows. You gain advantage on all Dexterity (Stealth) checks. If a creature cannot see you, your spells and attacks deal maximum damage to them. The shadows seem to draw around, as if they seek to protect you. This benefit lasts for one minute.
Hungry Darkness Starting at 6th level, your Shield of Ineffable Darkness becomes more powerful. When you use it, you can select up to three additional, hostile creatures you can see within 30 feet of you. They are also blinded until the end of your next turn. Potent Cantrip Sorting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Soul of Darkness Sorting at 17th level, you gain strength from darkness. As a bonus action, you fade into the shadows. You regain hit points equal to your cleric level and gain resistance to all damage for one minute. In addition, while this duration lasts you can use a bonus action to teleport up to 30 feet to an unoccupied space you can see that is in dim light or darkness. pic.twitter.com/iewjiEVdvq

Hand of Devastation is simultaneously confusing, too good, and too weak. Might make it much lower level. Basic idea – roll twice the dice, pick the highest half for each die type. Felt pretty chaotically destructive to me, might knock it down to 1st level, since it just scales up